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-----/scoring/pages/index/singleplay/singleplay.vue

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<template>
<view class="singleplay">
<!-- 顶部功能区 -->
<view class="top-functions">
<view class="function-btn" @click="addPlayer">
<image src="/static/add.png" class="btn-icon" mode="aspectFill"></image>
<text>添加玩家</text>
</view>
<view class="function-btn" @click="transferScorer">
<image src="/static/transfer.png" class="btn-icon" mode="aspectFill"></image>
<text>转让计分员</text>
</view>
<view class="switch-group">
<text>语音播报</text>
<switch :checked="voiceBroadcast" @change="voiceBroadcast = $event.detail.value" color="#007aff" />
</view>
<view class="switch-group">
<text>台板</text>
<switch :checked="tableMode" @change="tableMode = $event.detail.value" color="#007aff" />
</view>
</view>
<!-- 对局记录区域 -->
<view class="game-record">
<view class="record-title">
对局记录
<text class="hint">点击对局分数进行修改</text>
</view>
<!-- 用户信息区域 -->
<view class="user-section">
<text class="user-hint">点击自己头像编辑用户头像和昵称~</text>
<view class="user-info" @click="editUserInfo">
<image class="user-avatar" :src="currentUser.avatar" mode="aspectFill"></image>
<view class="user-details">
<view class="user-name">
{{ currentUser.name }}
<text class="self-tag">自己</text>
</view>
</view>
</view>
</view>
<!-- 玩家列表 -->
<view class="players-section">
<view class="section-header">
<text class="header-title">玩家</text>
<text class="player-count">({{ players.length }})</text>
</view>
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<!-- 玩家表格表头在左侧 -->
<view class="players-table-container vertical">
<view class="players-table vertical">
<!-- 表头行 -->
<view class="table-row header-row">
<!-- 固定表头玩家 -->
<view class="header-cell player-column">玩家</view>
<!-- 每个玩家作为一列 -->
<view v-for="(player, index) in displayPlayers" :key="player.id" class="data-cell">
<view class="player-info">
<image :src="player.avatar" mode="aspectFill"></image>
<text>{{ player.name }}</text>
</view>
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</view>
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</view>
<!-- 总分行 -->
<view class="table-row">
<view class="header-cell score-column">总分</view>
<view v-for="(player, index) in displayPlayers" :key="player.id" class="data-cell score-display" >
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{{ player.score }}
</view>
</view>
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<!-- 每局分数行 -->
<view v-for="(round, roundIndex) in rounds" :key="round" class="table-row">
<view class="header-cell score-column">{{ round }}</view>
<view @click="editScore(index)" v-for="(player, playerIndex) in displayPlayers" :key="player.id" class="data-cell score-display">
{{ player.roundScores[roundIndex] || 0 }}
</view>
</view>
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</view>
</view>
</view>
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</view>
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<!-- 底部操作按钮 -->
<view class="bottom-buttons">
<button class="start-btn" type="primary" @click="startScoring">开局计分</button>
<button class="settle-btn" type="default" @click="settleRoom">结算房间</button>
</view>
</view>
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</template>
<script setup>
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import { ref, computed, onMounted, onUnmounted, toRaw } from 'vue'
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import { GET,POST,PUT } from '../../../utils/request'
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import { BASE_URL } from '../../../utils/CommonValues.js';
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const roomuser=ref({
roomId: '',
userId: '',
score:'',
playerType:'0',
nickName:'',
avatar:''
})
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const res=ref(null)
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const scoreuser=ref({
openId: '',
nickName: '',
avatar: 'scoring\static\avatar14.png'
})
const room=ref({
createUser:'1',
odds:1,
room_status:0,
bossId:'1',
roomName:'',
})
const detailscore=ref({
roomId: '',
userId: '',
score:'',
gameTime:'',
detailType:'0',
})
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const getuserinfo =()=>{
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// 错误1GET参数后多了多余逗号 → 已删除
GET('/score/info/list',null).then(res=>{
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console.log('获取用户信息成功:', res.data)
// 检查API返回数据结构
if(res.data && res.data.code === 200 && Array.isArray(res.data.rows)) {
const userList = res.data.rows;
// 清空现有的玩家列表(保留自己)
const selfPlayer = players.value.find(p => p.id === 'self');
players.value = selfPlayer ? [selfPlayer] : [];
// 将API返回的用户信息添加到玩家列表
userList.forEach(user => {
if(user.nickName) {
// 处理头像URL如果是相对路径则与BASE_URL拼接
let avatarUrl = user.avatars;
if (avatarUrl) {
// 检查是否是相对路径(以/开头)
if (avatarUrl.startsWith('/')) {
avatarUrl = `${BASE_URL}${avatarUrl}`;
} else if (!avatarUrl.startsWith('http://') && !avatarUrl.startsWith('https://')) {
// 不是绝对URL也不是以/开头的相对路径,拼接完整路径
avatarUrl = `${BASE_URL}/${avatarUrl}`;
}
} else {
// 如果没有头像则使用默认头像
avatarUrl = '/static/avatar14.png';
}
const newPlayer = {
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id: user.userId, // 使用后端返回的userId作为玩家id
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name: user.nickName, // 使用API返回的nickName作为玩家名称
avatar: avatarUrl, // 使用处理后的头像URL
score: 0,
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roundScores: [],
roomId: roomId.value // 当前房间ID
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};
players.value.push(newPlayer);
}
});
console.log('玩家列表更新完成:', players.value);
uni.showToast({
title: `成功添加${userList.length}位玩家`,
icon: 'success'
});
} else {
console.error('API返回数据结构异常:', res.data);
uni.showToast({
title: '获取玩家信息失败,数据结构异常',
icon: 'none'
});
}
}).catch(err=>{
console.error('获取用户信息失败:', err);
// 使用request.js中提供的友好错误信息
const errorMsg = err.userFriendlyMsg || '获取玩家信息失败';
uni.showToast({
title: errorMsg,
icon: 'none',
duration: 2000
});
})
}
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const UserId=ref('')
const postuserinfo = () => {
POST('/score/info', scoreuser.value).then(r => {
console.log('用户信息上传成功:', r);
UserId.value = r.data.data.userId;
console.log('用户ID:', UserId.value);
room.value.createUser = UserId.value;
room.value.bossId = UserId.value;
postroom();
// 如果有临时玩家ID更新到players数组中
if (tempPlayerId.value) {
const playerIndex = players.value.findIndex(p => p.id === tempPlayerId.value)
if (playerIndex !== -1) {
// 更新玩家的id为真实的用户ID
players.value[playerIndex].id = UserId.value
// 清空临时ID
tempPlayerId.value = ''
}
}
uni.showToast({
title: '用户信息上传成功',
icon: 'success'
});
}).catch(err => {
console.error('用户信息上传失败:', err);
uni.showToast({
title: '用户信息上传失败',
icon: 'none'
});
// 清空临时ID避免影响后续操作
tempPlayerId.value = ''
});
}
// 全局房间ID变量从本地存储恢复
const roomId=ref(uni.getStorageSync('roomId') || '')
const postroom = () => {
POST('/score/room', room.value).then(r => {
console.log('房间信息上传成功:', r);
// 检查API响应结构
console.log('API响应数据:', r.data);
const receivedRoomId = r.data.data.roomId || '';
console.log('房间ID:', receivedRoomId);
roomId.value = receivedRoomId;
// 保存roomId到本地存储
uni.setStorageSync('roomId', receivedRoomId);
// 更新所有玩家的roomId
players.value.forEach(player => {
player.roomId = receivedRoomId
})
postroomuser();
// 为每个玩家调用postroomdetail即postdetailscore函数提交玩家与房间的关联信息
players.value.forEach(player => {
// 创建玩家与房间关联的详细数据
const playerRoomDetail = {
roomId: receivedRoomId,
userId: player.id,
userName: player.name,
userAvatar: player.avatar,
score: player.score
};
// 调用postdetailscore函数提交数据
postdetailscore(playerRoomDetail);
console.log('玩家与房间关联信息上传成功:', playerRoomDetail);
console.log('房间ID:', roomId.value);
});
uni.showToast({
title: '房间信息上传成功',
icon: 'success'
});
}).catch(err => {
console.error('房间信息上传失败:', err);
uni.showToast({
title: '房间信息上传失败',
icon: 'none'
});
});
};
const postroomuser = () => {
roomuser.value.roomId = roomId.value;
roomuser.value.userId = UserId.value;
roomuser.value.nickName = scoreuser.value.nickName;
POST('/score/player', roomuser.value).then(r => {
console.log('房间用户信息上传成功:', r);
const roomUserId = r.data.data.roomUserId;
console.log('获取到的roomUserId:', roomUserId);
uni.setStorageSync('roomUserId', roomUserId);
roomuser.value.roomUserId = roomUserId;
// 同时更新putscore对象的roomUserId属性确保数据一致性
putscore.value.roomUserId = Number(roomUserId);
console.log('更新后的putscore对象:', putscore.value);
uni.showToast({
title: '房间用户信息上传成功',
icon: 'success'
});
}).catch(err => {
console.error('房间用户信息上传失败:', err);
uni.showToast({
title: '房间用户信息上传失败',
icon: 'none'
});
});
}
const postdetailscore = (scoreData) => {
const dataToSubmit = scoreData || detailscore.value;
console.log('提交数据:', dataToSubmit);
console.log('房间ID:', roomId.value);
if (!dataToSubmit.roomId) {
dataToSubmit.roomId = roomId.value;
}
POST('/score/roomdetail', dataToSubmit).then(r => {
console.log('房间用户详细信息上传成功:', r);
if (!scoreData || dataToSubmit.userId === UserId.value || dataToSubmit.userId === 'self') {
uni.showToast({
title: '房间用户详细信息上传成功',
icon: 'success'
});
}
}).catch(err => {
console.error('房间用户详细信息上传失败:', err);
if (!scoreData || dataToSubmit.userId === UserId.value || dataToSubmit.userId === 'self') {
uni.showToast({
title: '房间用户详细信息上传失败',
icon: 'none'
});
}
});
}
const putscore=ref({
roomUserId:0,
allscore:0
})
const putroomuser = () => {
console.log('开始执行putroomuser函数');
const roomUserId = uni.getStorageSync('roomUserId');
console.log('从本地存储获取的roomUserId:', roomUserId);
// 从players数组中获取当前用户的总分
console.log('当前UserId.value:', UserId.value);
console.log('players数组内容:', players.value);
const currentPlayer = players.value.find(p => p.id === UserId.value);
if (currentPlayer) {
putscore.value.allscore = currentPlayer.score;
console.log('获取到的当前用户总分:', currentPlayer.score);
} else {
console.error('未找到当前用户的总分数据');
}
// 设置roomUserId并转换为数字类型
putscore.value.roomUserId = Number(roomUserId);
console.log('准备发送的putscore数据:', putscore.value);
PUT('/score/player', putscore.value).then(r => {
console.log('房间用户信息上传成功响应:', r);
console.log('响应数据:', r.data);
uni.showToast({
title: '房间用户信息上传成功',
icon: 'success'
});
}).catch(err => {
console.error('房间用户信息上传失败:', err);
console.error('错误详情:', err.errMsg || err);
uni.showToast({
title: '房间用户信息上传失败',
icon: 'none'
});
});
}
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// 状态管理
const voiceBroadcast = ref(false)
const tableMode = ref(false)
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// 当前用户信息 - 从本地存储获取
const storedUserInfo = uni.getStorageSync('userInfo');
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const currentUser = ref({
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id:self,
name: storedUserInfo?.name||'acd' ,
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avatar: storedUserInfo?.avatar ||'/static/logo.png' })
// 局数信息
const rounds = ref([]) // 存储每局信息,每个元素是局数编号
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// 玩家列表(初始包含自己)
const players = ref([
{
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id:self,
name: currentUser.value.name ||'acd',
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avatar: currentUser.value.avatar||'/static/logo.png',
score: 0,
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roundScores: [], // 存储每局的分数
roomId: '' // 当前房间ID
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}
])
// 台板玩家对象
const tablePlayer = {
id: 'table',
name: '台板',
avatar: '/static/robot.png',
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score: 0,
roundScores: [] // 存储每局的分数
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}
// 计算属性:动态返回包含或不包含台板玩家的列表
const displayPlayers = computed(() => {
if (tableMode.value) {
// 检查台板玩家是否已存在,避免重复添加
const hasTablePlayer = players.value.some(player => player.id === 'table')
if (hasTablePlayer) {
return players.value
}
// 添加台板玩家
return [...players.value, tablePlayer]
} else {
// 移除台板玩家
return players.value.filter(player => player.id !== 'table')
}
})
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// 保存当前正在添加的玩家临时ID
const tempPlayerId = ref('')
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// 添加玩家
const addPlayer = () => {
console.log('添加玩家')
// 生成默认玩家名
const defaultPlayerName = '请输入玩家名称'
// 弹出对话框让用户输入玩家名称
uni.showModal({
title: '添加玩家',
editable: true,
placeholderText: defaultPlayerName,
// #ifdef MP-WEIXIN
confirmText: '添加',
cancelText: '取消',
autofocus: true, // 微信小程序下自动聚焦输入框
// #endif
success: (res) => {
if (res.confirm) {
// 获取用户输入的名称,如果为空则使用默认名称
const playerName = res.content && res.content.trim() !== '' ? res.content.trim() : defaultPlayerName
// 创建新玩家
const newPlayer = {
id: `player_${Date.now()}`,
name: playerName,
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avatar: '/static/avatar14.png',
score: 0,
roundScores: [] // 存储每局的分数
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}
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scoreuser.value.openId=newPlayer.id
scoreuser.value.nickName=newPlayer.name
// 保存临时ID用于后续更新真实ID
tempPlayerId.value = newPlayer.id
postuserinfo()
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// 添加到玩家列表
players.value.push(newPlayer)
// 语音提示或普通提示(如果开启)
if (voiceBroadcast.value) {
uni.showToast({
title: `已添加玩家 ${newPlayer.name}`,
icon: 'none'
})
// 这里可以添加语音播报逻辑
} else {
uni.showToast({
title: `已添加玩家 ${newPlayer.name}`,
icon: 'none'
})
}
}
},
fail: (err) => {
console.error('添加玩家失败:', err)
}
})
}
// 转让计分员
const transferScorer = () => {
console.log('转让计分员')
// 显示提示对话框
uni.showModal({
title: '提示',
content: '房间内暂无扫码或分享加入房间的玩家,无法转让计分员。',
showCancel: false,
// #ifdef MP-WEIXIN
confirmText: '确定',
// #endif
success: (res) => {
if (res.confirm) {
console.log('用户确认提示')
}
},
fail: (err) => {
console.error('显示提示失败:', err)
}
})
}
// 编辑用户信息 - 跳转到change页面
const editUserInfo = () => {
console.log('跳转到用户信息编辑页面')
// 跳转到change页面并传递当前用户信息
uni.navigateTo({
url: `/pages/index/singleplay/change?userData=${encodeURIComponent(JSON.stringify(currentUser.value))}`
})
}
// 更新用户数据 - 从change页面返回时调用
const updateUserData = (updatedUser) => {
console.log('更新用户数据', updatedUser)
// 更新当前用户信息
currentUser.value = { ...updatedUser }
// 更新玩家列表中的用户信息
const selfPlayerIndex = players.value.findIndex(p => p.id === 'self')
if (selfPlayerIndex !== -1) {
players.value[selfPlayerIndex] = {
...players.value[selfPlayerIndex],
name: updatedUser.name,
avatar: updatedUser.avatar
}
}
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// 将更新后的用户信息保存到本地存储
uni.setStorageSync('userInfo', updatedUser)
uni.setStorageSync('currentUserInfo', updatedUser)
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}
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// 编辑分数 - 点击分数时调用
const editScore = (playerIndex) => {
console.log('编辑分数,玩家索引:', playerIndex)
// 获取当前选中的玩家
const selectedPlayer = displayPlayers.value[playerIndex]
// 检查是否有局数记录
if (rounds.value.length === 0) {
uni.showToast({
title: '暂无局数记录,无法编辑分数',
icon: 'none'
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})
return
}
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// 获取当前局数
const currentRound = rounds.value.length
// 准备要传递的玩家数据
const playersToPass = [...displayPlayers.value]
// 保存到临时存储,用于页面间数据传递
uni.setStorageSync('currentPlayers', JSON.stringify(playersToPass))
// 保存当前局数
uni.setStorageSync('currentRound', currentRound)
// 保存选中的玩家索引
uni.setStorageSync('selectedPlayerIndex', playerIndex)
// 跳转到计分页面进行分数编辑
uni.navigateTo({
url: '/pages/index/singleplay/scoring'
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})
}
// 开局计分
const startScoring = () => {
console.log('开局计分')
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room.value.roomStatus=1
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// 检查是否有足够的玩家至少需要2个玩家才能开始计分
if (displayPlayers.value.length < 2) {
uni.showToast({
title: '玩家数不超过两个人时无法点击进行开始计分',
icon: 'none'
})
return
}
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// 新增一局
const newRound = rounds.value.length + 1
rounds.value.push(newRound)
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// 准备要传递的玩家数据
const playersToPass = [...displayPlayers.value]
// 保存到临时存储,用于页面间数据传递
uni.setStorageSync('currentPlayers', JSON.stringify(playersToPass))
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// 保存当前局数
uni.setStorageSync('currentRound', newRound)
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// 跳转到计分页面
uni.navigateTo({
url: '/pages/index/singleplay/scoring'
})
}
// 结算房间
const settleRoom = () => {
console.log('结算房间')
// 显示结算结果使用displayPlayers确保包含台板玩家
let result = '结算结果:\n'
displayPlayers.value.forEach(player => {
result += `${player.name}: ${player.score}\n`
})
uni.showModal({
title: '结算',
content: result,
confirmText: '保存记录',
cancelText: '关闭',
success: (res) => {
if (res.confirm) {
// 这里可以保存记录到数据库
uni.showToast({
title: '记录已保存',
icon: 'success'
})
}
}
})
}
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const number = ref('')
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// 生命周期
onMounted(() => {
console.log('单人模式页面加载完成')
// 可以在这里初始化数据或加载用户信息
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getuserinfo();
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// 生成四位数字
number.value = Math.floor(1000 + Math.random() * 9000).toString()
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// 动态设置导航栏标题
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const pageTitle = `单人 - ${number.value}号房间`;
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uni.setNavigationBarTitle({
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title: pageTitle
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})
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room.value.roomName = pageTitle
// 更新当前用户的roomId
const selfPlayer = players.value.find(p => p.id === 'self')
if (selfPlayer) {
selfPlayer.roomId = roomId.value
}
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// 监听页面返回事件,用于接收从计分页面传回的更新后的分数
const updateListener = () => {
// 尝试获取更新后的玩家数据
const updatedPlayers = uni.getStorageSync('updatedPlayers')
if (updatedPlayers) {
try {
const parsedPlayers = JSON.parse(updatedPlayers)
console.log('收到更新的玩家数据:', parsedPlayers)
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// 获取当前局数
const currentRound = uni.getStorageSync('currentRound') || 1
const roundIndex = currentRound - 1
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// 更新玩家列表中的分数
parsedPlayers.forEach(updatedPlayer => {
// 查找对应的玩家
const playerIndex = players.value.findIndex(p => p.id === updatedPlayer.id)
if (playerIndex !== -1) {
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if (players.value[playerIndex].roundScores.length <= roundIndex) {
players.value[playerIndex].roundScores.length = roundIndex + 1
}
// 保存当前局的分数
players.value[playerIndex].roundScores[roundIndex] = updatedPlayer.score
// 计算总分:所有局分数的总和
players.value[playerIndex].score = players.value[playerIndex].roundScores.reduce((sum, score) => sum + (score || 0), 0)
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// 为每个玩家设置单局分数和局次,并提交到后端
// 创建临时的detailscore对象避免多个玩家数据互相覆盖
const tempDetailScore = {
roomId: players.value[playerIndex].roomId, // 当前玩家的roomId
userId: players.value[playerIndex].id, // 当前玩家ID
score: updatedPlayer.score, // 当前局的分数
gameTime: currentRound, // 当前局次
detailType: '0'
}
postdetailscore(tempDetailScore)
putroomuser()
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} else if (updatedPlayer.id === 'table') {
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if (tablePlayer.roundScores.length <= roundIndex) {
tablePlayer.roundScores.length = roundIndex + 1
}
tablePlayer.roundScores[roundIndex] = updatedPlayer.score
// 计算总分:所有局分数的总和
tablePlayer.score = tablePlayer.roundScores.reduce((sum, score) => sum + (score || 0), 0)
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}
})
// 清除临时存储的数据
uni.removeStorageSync('updatedPlayers')
} catch (error) {
console.error('解析更新的玩家数据失败:', error)
}
}
}
// 监听页面显示事件
uni.$on('updatePlayers', updateListener)
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// 监听用户数据更新事件来自change页面
const userDataListener = (updatedUser) => {
updateUserData(updatedUser)
}
uni.$on('userDataUpdated', userDataListener)
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// 监听页面显示生命周期
uni.onShow(() => {
updateListener()
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// 从本地存储获取最新的用户信息
try {
const storedUserInfo = uni.getStorageSync('userInfo');
if (storedUserInfo) {
console.log('从本地存储加载用户信息:', storedUserInfo);
// 更新当前用户信息
currentUser.value = { ...storedUserInfo };
// 更新玩家列表中的用户信息
const selfPlayerIndex = players.value.findIndex(p => p.id === 'self');
if (selfPlayerIndex !== -1) {
players.value[selfPlayerIndex] = {
...players.value[selfPlayerIndex],
name: storedUserInfo.name,
avatar: storedUserInfo.avatar
};
}
}
} catch (error) {
console.error('从本地存储获取用户信息失败:', error);
}
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})
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}); // 补充onMounted的闭合括号+花括号 → 原代码此处也缺失
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onUnmounted(() => {
// 移除事件监听器
uni.$off('updatePlayers');
uni.$off('userDataUpdated');
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});
</script><style lang="less" scoped>
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.singleplay {
width: 750rpx;
margin: 0;
padding: 20rpx;
box-sizing: border-box;
background-color: #f8f8f8;
min-height: 100vh;
display: flex;
flex-direction: column;
/* #ifdef MP-WEIXIN */
user-select: none;
/* #endif */
}
/* 顶部功能区 */
.top-functions {
display: flex;
flex-direction: row;
align-items: center;
justify-content: space-between;
width: 100%;
//padding: 10rpx 15rpx;
margin-bottom: 20rpx;
box-sizing: border-box;
overflow-x: auto;
.function-btn {
display: flex;
flex-direction: row;
align-items: center;
gap: 5rpx;
padding: 8rpx 8rpx;
background-color: #fff;
border-radius: 10rpx;
box-shadow: 0 2rpx 8rpx rgba(0, 0, 0, 0.1);
margin: 0 8rpx;
transition: all 0.3s ease;
white-space: nowrap;
flex-shrink: 0;
// 图标样式
.btn-icon {
width: 30rpx;
height: 30rpx;
}
// 文本样式
text {
font-size: 22rpx;
color: #333;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
// 微信小程序特有点击反馈
/* #ifdef MP-WEIXIN */
&:active {
opacity: 0.8;
transform: scale(0.95);
}
/* #endif */
}
.switch-group {
display: flex;
flex-direction: row;
align-items: center;
gap: 6rpx;
margin: 0 8rpx;
white-space: nowrap;
flex-shrink: 0;
text {
font-size: 22rpx;
color: #333;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
switch {
transform: scale(0.75);
}
}
}
/* 对局记录区域 */
.game-record {
background-color: #fff;
border-radius: 20rpx;
padding: 20rpx;
box-shadow: 0 2rpx 10rpx rgba(0, 0, 0, 0.1);
margin-bottom: 30rpx;
flex: 1;
overflow-y: auto;
padding-bottom: 20rpx;
}
.record-title {
font-size: 28rpx;
font-weight: bold;
color: #333;
margin-bottom: 10rpx;
.hint {
font-size: 24rpx;
font-weight: normal;
color: #666;
margin-left: 10rpx;
}
}
/* 用户信息区域 */
.user-section {
margin-bottom: 20rpx;
.user-hint {
font-size: 24rpx;
color: #fa5d5d;
margin-bottom: 15rpx;
display: block;
}
.user-info {
display: flex;
flex-direction: row;
align-items: center;
gap: 15rpx;
padding: 10rpx;
border-radius: 10rpx;
background-color: #f0f8ff;
.user-avatar {
width: 80rpx;
height: 80rpx;
border-radius: 50%;
}
.user-details {
.user-name {
font-size: 28rpx;
color: #333;
.self-tag {
background-color: #007aff;
color: #fff;
font-size: 20rpx;
padding: 2rpx 10rpx;
border-radius: 10rpx;
margin-left: 8rpx;
}
}
}
}
}
/* 玩家列表区域 */
.players-section {
.section-header {
display: flex;
flex-direction: row;
align-items: center;
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justify-content: center;
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margin-bottom: 15rpx;
.header-title {
font-size: 28rpx;
font-weight: bold;
color: #333;
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align-items: center;
justify-content: center;
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}
.player-count {
font-size: 24rpx;
color: #666;
margin-left: 10rpx;
}
}
}
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/* 玩家表格容器 - 实现横向滚动 */
.players-table-container {
overflow-x: auto;
-webkit-overflow-scrolling: touch;
border-radius: 10rpx;
border: 1rpx solid #e0e0e0;
}
/* 垂直表格容器 - 实现垂直滚动和横向滑动 */
.players-table-container.vertical {
overflow-y: auto;
overflow-x: auto;
max-height: 500rpx;
-webkit-overflow-scrolling: touch; /* 优化移动端滚动体验 */
}
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/* 玩家表格 */
.players-table {
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min-width: 100%;
overflow: visible;
}
/* 垂直表格样式 */
.players-table.vertical {
.table-row {
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display: flex;
flex-direction: row;
border-bottom: 1rpx solid #e0e0e0;
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&:last-child {
border-bottom: none;
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}
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}
.header-row {
background-color: #f5f5f5;
}
.header-cell {
width: 150rpx;
flex-shrink: 0;
padding: 15rpx;
font-size: 26rpx;
font-weight: bold;
color: #333;
border-right: 1rpx solid #e0e0e0;
background-color: #f5f5f5;
display: flex;
align-items: center;
justify-content: center;
}
.player-column {
justify-content: flex-start;
align-items: center;
justify-content: center;
}
.score-column {
text-align: center;
}
.data-cell {
min-width: 120rpx;
flex-shrink: 0;
padding: 15rpx;
border-right: 1rpx solid #e0e0e0;
display: flex;
align-items: center;
justify-content: center;
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/* 最后一列不需要右边框 */
&:last-child {
border-right: none;
}
}
.player-info {
display: flex;
flex-direction: column;
align-items: center;
gap: 8rpx;
width: 100%;
image {
width: 60rpx;
height: 60rpx;
border-radius: 50%;
}
text {
font-size: 24rpx;
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color: #333;
text-align: center;
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word-break: break-word;
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}
}
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.score-display {
font-size: 28rpx;
font-weight: bold;
color: #007aff;
&:active {
background-color: #f0f8ff;
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}
}
}
/* 底部操作按钮 */
.bottom-buttons {
display: flex;
flex-direction: row;
gap: 20rpx;
position: sticky;
bottom: 0;
left: 0;
right: 0;
padding: 20rpx;
background-color: #fff;
box-shadow: 0 -2rpx 10rpx rgba(0, 0, 0, 0.1);
/* #ifdef MP-WEIXIN */
padding-bottom: calc(20rpx + env(safe-area-inset-bottom));
/* #endif */
.start-btn,
.settle-btn {
flex: 1;
height: 90rpx;
font-size: 32rpx;
line-height: 90rpx;
margin: 0;
}
.start-btn {
background-color: #007aff;
}
.settle-btn {
border: 1rpx solid #007aff;
color: #007aff;
}
}
/* 适配不同屏幕尺寸 */
@media screen and (max-width: 375px) {
.singleplay {
padding: 15rpx;
}
.top-functions {
gap: 8rpx;
.function-btn {
padding: 1rpx 1rpx;
text {
font-size: 22rpx;
}
}
}
}
</style>